Learning Strategies in Play during Basic Training for
Medal of Honor and Call of Duty Video Games



This study, based on experiential play methodology was used to explore student engagement while playing Medal of Honor (2002) and Call of Duty (2003). It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely widely varied and limited in terms of the methodological rigor incorporated. An Experiential Mode Framework (EMF), a newly designed micro-analysis methodology of student engagement during game play (Appelman 2005 & 2007b), was used for data collection and analysis. This study sought to determine if there is a consistent pattern between the manner in which a Novice and Expert player engage with a particular game. This was accomplished through observation at a micro level while players learned, strategized, and performed as they entered into new gaming environments.  The results of this study are limited.  However, the data analysis conducted here demonstrates the player’s ability to problem solve through difficult obstacles using navigational strategies in virtual spaces. It also reveals distinct player abilities to manipulate alternatives or information within the game. Medal of Honor and Call of Duty training components provided explicit instructions needed to play the game. Although results were skewed by time constraints and convenient sampling, it was found that while the game instructions were redundant, some players did not necessarily attend to spoken or written instructions which were critical components of the training session and often crucial for successful completion of milestones (objectives). This book is available at Barnes & Noble.





Game Developer Conference PDF Print E-mail
Written by Yadi Ziaee   
Friday, 25 August 2017

Please visit us at Digital Immersive Community website.  

Game Developer Conference (GDC  Annual Conference) 

San Francisco CA,



Repurposing  COTS Games

Ziaeehezarjeribi, Y., Graves, I., & Gentry, J. (2010). From theory to pratice, repurposing COTS games for P-12. In A Hirumi (Ed.), Digital Video Games for Pr-12 Education: Engaging Learning through Interactive Entertainment.


Ingrid Graves &Yadi Ziaeehezarjeribi  Presenters on Submission:

Microblogging with University Students 24/7: Twitter Comes of Age.

AECT 2010 presentation in Anaheim

Wednesday October, 27  3:30pm to 4:30pm




2009 AECT International Convention

Meeting the Challenges of Traditional Learners in a 3D Virtual Environment:
Preservice Teachers Learn to use the Prism of Avatars for Instruction.

Galt House, Louisville, Kentucky

Presenters: Ingrid Graves, Yadi Ziaeehezarjeribi


2008 AECT International Convention
Presentation, November 4-8, 2008
Orlando, Florida
Title: Effective use of computer gaming technology in K-12 classrooms 
Yadi Ziaeehezajeribi
Paige Worrell
Ingrid Graves

One Laptop per child

The vision behind One Laptop Per Child.  

TED Update on Negroponte’s OLPC dream 
Yves Behar: Creating objects that tell stories
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